Star Wars: The Clone Wars - Walkthrough/FAQ

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A FAQ/Walkthrough by CyricZ
Version 1.1
E-mail: cyricz42@yahoo.com
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Table of Contents
1. Introduction
2. FAQ
3. Basics
3A. Controls
3B. Displays/Menus
3C. Hints/Tips
4. Craft
4A. Republic Pilotable Craft
4B. Republic Support Craft
4C. Separatist Pilotable Craft
4D. Separatist Opposition
5. Powerups
6. Mission Walkthroughs
6A. Geonosis - The Rescue Begins
6B. Geonosis - Infiltration of the Arena
6C. Geonosis - The Battle of Geonosis
6D. Rhen Var - The Evacuation of Rhen Var
6E. Raxus Prime - Scrap Yard Pursuit
6F. Raxus Prime - Ambush Among the Wreckage
6G. Raxus Prime - The Conquest of Raxus Prime
6H. Kashyyyk Moon - Anakin's Escape
6I. Kashyyyk Moon - New Alliances
6J. Kashyyyk Moon - The Liberation of Kashyyyk
6K. Rhen Var - Eye of the Storm
6L. Rhen Var - Lost Legacy
6M. Thule Moon - Desperate Gambit
6N. Thule - Assault on Thule
6O. Thule - Dark Side Rising
6P. Thule - Fate of the Republic
7. Multiplayer
7A. Duel
7B. Control Zone
7C. Conquest
7D. Academy: Thule Moon
7E. Academy: Geonosis
8. Secrets
8A. Bonus Awards
8B. Codes
9. Standard Guide Stuff
9A. Legal
9B. E-mail Guidelines
9C. Credits
9D. Version Updates
9E. The Final Word
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1. INTRODUCTION
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Hello, and welcome to my guide for Star Wars: The Clone Wars, for the
Nintendo GameCube! As a Star Wars nut, I feel it's my duty, nay, my
privilege to write FAQs for Star Wars games!
In this latest delivery from Lucasarts, we go beyond Episode II: Attack
of the Clones to a major battle that occured between the Galactic
Republic and the Confederacy of Independent Systems. After liberating
Anakin Skywalker, Obi-Wan Kenobi, and Senator Padm? Amidala from
Geonosis, the Galactic Republic is thrust to the forefront once again,
this time to prevent the use of an ancient Sith weapon.
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2. FAQ
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Q: What is The Clone Wars?
A: This is the latest vehicle combat game from Lucasarts, developed by
Pandemic Studios.
Q: Is this game more like Rogue Leader or Battle for Naboo?
A: Closer to Battle for Naboo, but with a lot less flying and a lot more
ground combat, much like Star Wars: Demolition. Certain elements from
Rogue Leader include the massive battles, changing craft, and the
command cross.
Q: What can I pilot in this game?
A: Both Campaign and Multiplayer have times where you can run around on
foot, drive a Republic Fighter Tank, drive an AAT, or pilot an AT-XT
Assault Walker. The Campaign also has times where you pilot a Speeder
Bike, a Republic Gunship, a STAP, and even a creature called a Maru.
In the Multiplayer, you can also drive around a Separatist GAT, or a
Hailfire Droid.
Q: What Jedi can I play in the game?
A: The story dictates you play as Anakin Skywalker, Obi-Wan Kenobi, and
Mace Windu at points in the game. There is little difference between
the three with the exception of their flashy lightsaber combos.
Q: Can I change or leave my vehicle at any time?
A: In a word, no. Circumstances in the story will occur that will
change your craft at certain times, but not at will. In Multiplayer,
however, you may change to a new craft after you've been destroyed.
Q: What does the Multiplayer consist of?
A: There are four types of Multiplayer games. "Duel" is a straight-up
slugfest with either free-for-all or teams. "Control Zone" is a king-
of-the-hill type game where a player or team scores by holding a spot
on the map as well as destroying the opposition. "Conquest" is a war-
type game where the objective is to employ turrets and CPU-controlled
vehicles to destroy your rivals' base. "Academy" is a training
endurance mission (which may be played alone) which pits the players
against wave after wave of enemies.
Q: Do I have to get all bonuses in a mission at once for them to count?
A: Nope. You just have to get them at some point, and then finish the
mission, and you'll forever have those "bonus points". You can devote
entire runs of the mission to just completing one bonus, such as an
enemy count, or a time limit.
Q: What's the difference between the difficulty levels?
A: Higher difficulty levels have slightly more enemies, but the biggest
problem is that they take and cause a lot more damage. To the best of
my knowledge, you get nothing for completing a mission or getting
bonuses on higher difficulty levels than you get for Padawan, so I'm
just going to concentrate on walkthroughs generally geared towards that
difficulty.
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3. BASICS
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Most of this stuff is available from your manual, but we all know how
much some people hang onto those, much less read them, these days...
==============
3A. Controls =
==============
Most craft follow the same basic controls:
Control Stick: Moves your craft. Up and Down are forwards and
backwards, respectively. Left and Right turn your craft.
A Button: Fires your Primary Weapon, which is usually lasers.
B Button: Fires your Secondary Weapon, which is often some kind of
warhead.
Y Button: Employs your Special Ability, which varies from craft to craft.
X Button: Toggles between first and third person view.
L/R Buttons: In the AT-XT Walker, these buttons rotate the cabin.
In the Gunship, R is acceleration, and L is braking.
In all other craft, these buttons cause you to strafe left and right,
respectively.
Z Button: Zoom view. Use this to get a bit of a closer look at what's
out there. It could help if you want to snipe from afar without
endangering yourself.
C Stick: Moves the camera around your craft.
Control Pad: In later levels, you can use this to issue orders to your
fellow pilots. Pushing Up will have them attack your current target,
Left will have them Break and engage at will, Right will have them
Defend mission critical craft, and Down will have them regroup on you.
The commands are a bit different for multiplayer Conquest. I'll get
to those in that section.
START: Pauses the game.
====================
3B. Displays/Menus =
====================
Main Menu
Select Campaign to play the single player missions. You'll go to a
galactic map, where you can select any mission you've played.
Select Options to go to the Options Menu.
Select Multiplayer to go to the Multiplayer setup.
---
Options Menu
Game Options:
Viewpoint: Change between 1st and 3rd person view.
Rumble: Turn the rumble feature off or on.
Crosshair: Turns the crosshair off or on. You'll still be able to lock
onto enemies, but you won't see how much damage you're causing.
Display: Changes the display between full and widescreen.
Reset Options: Set to defaults.
Audio Options:
Music Volume \
SFX Volume }- Change the three volumes.
Speech Volume /
Mode: Switch between Mono, Stereo, Surround, and Pro Logic II.
Sound Test: Plays background sound to test volume.
Reset Options: Set to defaults.
Bonuses:
Movies: Allows you to view any cutscenes you've already seen, as well
as trailers for Bounty Hunter and Jedi Outcast.
Bonus Materials: Allows you to view the unlockable features from
earning bonuses.
Codes: Allows you to input passcodes.
Credits: Rolls the credits.
---
Pause Menu (Mission End Menu)
This appears when you press START or when a mission is over, either
from succeeding or failing. At the top, you'll see your mission time.
Below that are the primary objectives. Below and to the left are the
bonus objectives. Completed objectives are green, incomplete are white,
and failed are red. At the lower right corner of the screen is the
menu.
Continue resumes the game if you've paused, goes to the next mission if
it's completed, or restarts the mission from your last stopping point if
you failed.
Options brings up another menu. Game Options will allow you to access
the same Game Options from the Main Menu, and is the same for the Audio
Options. Statistics shows how many shots you've fired, how many units
you've killed, and how many buildings you destroyed.
Controls shows how to control the vehicle you're currently in.
Restart starts the mission over from the beginning.
Quit returns you to the Main Menu.
---
In-Game Display
In the middle of the screen is your Heads-Up Display. If you get it
close to an enemy, it'll lock on, and a small health bar for the enemy
will appear.
Sometimes above the HUD will be a green arrow. It will point towards
your objective. You are encouraged to follow it. Arrows will also
appear on the left and right sides of the screen, green for objectives,
and red for enemies.
The top left corner has your command cross. Each of the directions is
labelled with a command. Make good use of it.
In the lower right corner of the screen is your radar. You're the green
triangle in the middle. Green dots around you are fellow Republic
forces. Red dots are Separatist forces.
In the lower left corner of the screen is your ship status. The blue
aura around your ship outline is your shields, and the green ship itself
is the hull indicator. Shields replenish on their own if you're shot
up. Hull, however, cannot be restored unless you find health powerups.
Below the damage indicator, you'll find the number of Secondary Weapons
you have remaining. To the left is the meter of your Special Ability,
which depletes as you use it, then refills over time, depending on the
craft.
================
3C. Hints/Tips =
================
Goes without saying, but keep an eye open for powerups. They're all
surrounded by a halo of some color, so stay on the lookout.
The crosshair is your friend. When it gets close to an enemy, you'll
automatically lock on and even get a little life meter for the bad
guy so you know how much you need to pound him into oblivion.
Use all extents of your movement, because your greatest defense is your
ability to dodge incoming fire. If you can strafe, circle-strafe around
your target. If you have a Repulsor Boost, use it to swoop around the
battlefield.
By all means, USE THOSE MISSILES!!! This isn't RS, RL, or BFN. There
are ammunition powerups scattered all over the place, so let loose with
your Secondary Weapons. Hammer the bad guys into oblivion!
Listen to your astromech unit. It'll give you a beep when your shields
have dropped (meaning you'll start taking hull damage), and it will
screech (WOOOOOW) if your hull is critical.
While I don't use the Zoom Function all that often, you may find it's a
decent tool for sniping enemies from long range. Don't get too
distracted that you forget about the guys around you, though.
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4. CRAFT
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Most of the game is vehicle combat, and you'll be facing TONS of bad
guys in your massive push for galactic peace and order. You'll have
plenty behind the wheel to dish out some pain, though...
==============================
4A. Republic Pilotable Craft =
==============================
With the commission of the Clone Army from Kamino, the Grand Army of
the Republic has some serious muscle to take against the Separatists.
When their snazzy vehicles are in control of Jedi, they become some
serious instruments of hurt.
---
Jedi
For over a thousand generations, the Jedi have existed in the galactic
public eye. With the Force as their ally, they have abilities that far
surpass those of other beings. Although Jedi have the power to rule
over those not attuned to the Force, they are the guardians of peace
and justice, acting as moderators and diplomats first. When diplomacy
fails, however, they are the fiercest warriors the galaxy could ever
see. Their signature weapon, the lightsaber, is an elegant weapon, and
they're deadly with these focused beams of energy.
When out of a vehicle, you're considerably more vulnerable (you have
no shields, but you can block incoming shots). You'll be facing only
small ground enemies, but you don't have the killing power of your
vehicles. The Push and Throw are slow, too, so take care and pace
yourself when running around alone. When using the Throw, hold the
button down to throw it further, and use the Stick to control its
flight. Use the Push when staring down a bunch of enemies in an arc in
front of you. Oh, and there's no real difference between the Jedi you
play as. Only their lightsaber combos are different.
Primary Weapon: Lightsaber Swing
Secondary Weapon: Lightsaber Throw
Special Ability: Force Push
---
TX-130 S Fighter Tank
"Republic Fighter Tank"
The Fighter Tank is small, fast, and versatile. It was built to be
used chiefly by Jedi, whose skills could enhance the craft's already
impressive maneuverability. You'll use this craft many times throughout
the game.
Although the craft is fast, it packs the weakest punch out of all the
"standard" Republic assault craft. The lasers are somewhat weak, but
the concussion missiles are a welcome punch. The Repulsor Boost is a
burst of speed.
Primary Weapon: Dual-linked Medium Lasers
Secondary Weapon: Concussion Missiles (20 in Campaign, 15 in MP)
Special Ability: Repulsor Boost
---
Rothana Heavy Engineering AT-XT Assault Walker
"AT-XT"
This is the predecessor of the famous Imperial AT-ST, developed by
Rothana Heavy Engineering and produced at Kuat Drive Yards. It's
largely used as support for the AT-TE. This is craft is used a few
times in the game.
The walker is quite a bit slower than the the Fighter Tank, but it
makes up for it with some serious firepower. The lasers are quite
powerful, and the Proton Mortar is a good weapon when the enemy's just
over that next ridge and you wanna surprise him. The Mortar's payload
may seem small with just the three shots, but there is an excessively
large amount housed in the walker, they just have to be loaded into
the mortar chamber, so the shots regenerate, basically. Also, the
Plasma Shields are definitely a good extra defense when surrounded by
numerous bad guys. Be careful, though, as once you put them up, they
stay up until drained, and you can't use them again until you're
recharged.
The down side is the speed, of course, and the awkwardness, since you
can't strafe with the Walker, although you can turn the cabin housing,
so you can sort of "psuedo-strafe" by marching forward and turning your
cabin in a direction.
Primary Weapon: Heavy Lasers
Secondary Weapon: Proton Mortar (3)
Special Ability: Plasma Shields
---
Rothana Heavy Engineering Low-Altitude Assault Transport/infantry Gunship
"Republic Gunship"
The only airborne craft you can commandeer in this game. While the
Gunship's often used as a troop transport, it's definitely no slouch
in the weapons department. Used several times in the game.
Probably one of the favorites of the game. The Gunship provides flight,
speed, and massive firepower. In addition to the standard laser
cannons, the Gunship can fire Missile volleys, and has Pinpoint Lasers.
Although the Missile volleys pack the most punch (at a cluster of four
Missiles firing per shot), the Pinpoint Lasers automatically seek out
enemy targets, pouring mad energy into them until they're vaporized,
allowing you to clean up the battlefield pretty quickly.
Primary Weapon: Laser Cannons
Secondary Weapon: Concussion Missiles (25 volleys of four Missiles))
Special Ability: Composite-Beam Pinpoint Laser Turrets
---
Aratech 74-Z Military Speeder
"Speeder Bike"
Not a standard Republic craft, the Speeder Bike is a one-man high-
speed craft used primarily for scouting. You use this only in one
mission, on Raxus Prime.
This craft is very light. All you have at your disposal are blasters
and a Repulsor Boost. Fortunately, you don't need much, as you're using
the bike for chasing, not fighting.
Primary Weapon: Light Laser Turret
Secondary Weapon: None
Special Ability: Repulsor Boost
---
Maru
This creature is native to Kashyyyk. Wookie settlers used these beasts
for burden and transport. Some are modified to carry weaponry.
Being a simple beast, you'll have no shields on this thing. The Twin
Bowcasters are weaker even than the standard laser, so you'll have to
use your other weapons wisely. To use Thermal Detonators, tap B once to
throw, and B again to detonate. It hits real hard, so be sure you get
it close to an enemy or two before detonating to get the full effect.
The Seismic Pulse Emitter takes out enemies in an arc in front of you,
and can take out a good amount of enemies at once.
Primary Weapon: Twin Bowcasters
Secondary Weapon: Thermal Detonator (6)
Special Ability: Seismic Pulse Emitter
============================
4B. Republic Support Craft =
============================
While you can't drive around any of these (to my knowledge), they're
still there to back you up, or be there for you to protect...
---
Clone Troooper
Modeled off Jango Fett, these guys are only around for aesthetics while
you're in a vehicle. If on foot, though, you'll sometimes have some
backup in the form of a few troopers.
---
Wookiee
Much the same as a Clone Trooper as far as overall usefulness goes.
You'll only play alongside these guys on the Kashyyyk Moon.
---
Republic Troop Transport
"RTT"
With only a couple of laser cannons for defense, these vehicles attract
more fire than they give. You'll mostly end up protecting them
throughout the game.
---
All-Terrain Tactical Enforcer Assault Walker
"AT-TE"
This walker is a squat predecessor to the Imperial AT-AT. The heavy
laser cannon provides some darn good firepower, while the mounted laser
turrets help it defend itself. You'll still need to protect these bad
boys as they trundle towards their destination.
---
Self-Propelled Heavy Artiller-Turbolaser Walker
"SPHA-T" or "MAC" or "Bug Gun"
I'll be calling these "MAC"s in the game, for "Mobile Assault Cannon".
These walkers are used for one thing only, firing a huge turbolaser at
the enemy. It has no defense other than that, and it can't move very
fast either. Another thing to protect.
---
Jedi Starfighter
You use these in a different game. In this game, they just fly around
providing air superiority, and they move your Jedi around in cutscenes.
---
Rothana Heavy Engineering Low-Altitude Assault Transport/cargo Gunship
"Cargo Gunship"
These ships are largely found trucking in vehicles or supplies. You
don't really need to protect them at any point. Just keep an eye out
for them if they drop off some help.
---
Republic Acclamator-Class Assault Ship
Boy, wouldn't it be nice if you could command one of these? Predecessor
to the Victory-class, and later Imperator-class Star Destroyers, these
are the main space fighting force in the Republic. You don't see them
too much personally, but they're always there.
================================
4C. Separatist Pilotable Craft =
================================
There are a few Separatist craft that you can pilot in the game, either
by stealing one in the Campaigns, or selecting in Multiplayer.
---
Single-Trooper Aerial Platform
"STAP"
A common sight in any battle against the Trade Federation, the STAP is
meant chiefly to be a patrol and recon vehicle. When fighting against
them, you'll find they're easy to take out (much easier than in BFN,
thank the Maker), despite their small size and quick speed.
You can ride one in the Campaign, in the first mission on the Kashyyyk
Moon. You'll mostly be doing running as opposed to fighting, which is
good, because the STAP wasn't really made for heavy combat. The lasers
can discourage enemies, while the Repulsor Boost can get you out of
tight situations...
Primary Weapon: Light Laser Cannons
Secondary Weapon: None
Special Ability: Repulsor Boost
---
Ground Armored Tank
"GAT"
Also called a Fighter Tank, this small, speedy craft is like the
Republic Fighter Tank in most every way, only it works for the
Separatists. Taking one out shouldn't be too hard regardless of the
craft you're in.
You can only use the GAT in Multiplayer, and as previously stated, it's
almost exactly like the Republic's TX-130S.
Primary Weapon: Dual-linked Medium Laser Cannons
Secondary Weapon: Concussion Missiles (15)
Special Ability: Repulsor Boost
---
Armored Assault Tank
"AAT"
Another staple of the Trade Federation, the AAT is a more heavy hover
tank than the GAT. Although slower, you'll find that it takes far more
hits to destroy, so lay into it with warheads.
You can pilot this craft in Campaign on the Kashyyyk Moon, and in
Multiplayer. The lasers are all right, and the real power comes from
the cannon, which has no ammo, per se. Instead, you charge up by
holding down the B button will cause the Special Meter to charge up.
The longer you hold the button down, the more powerful the cannon shot.
Primary Weapon: Medium Laser Cannons
Secondary Weapon: Plasma Cannon
Special Ability: None
---
Intergalactic Banking Clan Hailfire Droid
"Hailfire Droid"
Added to the Separatist ranks by the IBC, these droids consist of a
small central body, two huge treaded wheels, and a heckuva lot of
missiles. They take a bit more damage than a GAT, but less than an
AAT. Their main asset, besides their missiles, is their impressive
flat-out speed.
When piloting, you'll find that their Repulsor Boosts don't have the
same prolonged kick as the Tanks, but they can cover quite a lot of
ground. If you can hit someone well with a full volley of missiles,
you'll bust them up real good. You can only control this droid in
Multiplayer.
Primary Weapon: Repeating Laser Cannon
Secondary Weapon: Concussion Missiles (5 volleys of 6 Missiles each)
Special Ability: Repulsor Boost
===========================
4D. Separatist Opposition =
===========================
In addition to what's above, there are a load of other bad guys for you
to blow up in this game.
---
Geonosian
You'll only run into them while on foot in Geonosis. They buzz towards
you and attack only at close range. They're pretty easy fodder.
---
Battle Droid
The old-fashioned Trade Federation Battle Droid. You only go up
against them while on foot. They have blaster rifles, and that's
about it. Push or saber them. Oh, and they're only there for
aesthetics while you're in a vehicle.
---
Super Battle Droid
An upgrade to the standard Battle Droid developed by the Trade
Federation after the Naboo debacle. They have several upgrades putting
them ahead of the old models. They're pretty much the same as far as
Jedi are concerned.
---
Dwarf Spider Droid
You'll face these droids only on foot. They have a light laser cannon,
but their real danger is from their self-destruct ability. To properly
take them out, throw your saber at them or Push them. Aim for them
first if a cluster of enemies is nearby to take the other enemies out
as well.
---
Geonosian Turret
Raxus Turret
Kashyyyk Turret
Rhen Var Turret
Thule Turret
Thule Plasma Turret
All locales have their own specific Turrets. They're all basically the
same as far as the fact that they just sit there and shoot at you. Some
cause more damage than others. The Thule ones, with their purple plasma
spitting, cause the most damage. The Geonosian ones are pretty weak.
---
Homing Spider Droid
Probably one of the more resilient foes you'll face, the big Spider
Droids have a light laser turret for close defense, and a long-range
pinpoint laser for distant combat, which can hurt plenty. Their armor
goes past even the AATs, so you'll have to use a few warheads to take
one down.
---
Droid Starfighter
While not a particular threat to the game, Starfighters can be a
nuisance when you're flying around in the Gunship. Since they're more
manueverable, they tend to buzz around your slower ship, hammering you
with lasers. Pinpoint lasers should take them out quickly.
---
Vehicle Armored Carrier
"VAC"
This carrier will mostly be seen when you're flying around in a Gunship.
It flies into the fracas and deposits units that will bust up your
mission critical craft or installations. Take them out while they're
still in the air and you won't have to worry about more evil ground
craft.
---
Techno Union Ship
These big ships are used mainly as command and officer transports. They
don't fire back, but often need to be taken down to stymie the enemy's
efforts.
---
Trade Federation Landing Ship
Although not a defeatable enemy, these big H-shaped craft exist to drop
off bad guys. There's really nothing you can do about it, though.
---
Trade Federation Core Ship
Much like a Battle Droid Control Ship, only planetside. You personally
control no craft that could take these out, but MACs can, and you'll
often have to protect the MACs so that they can destroy the Core Ships,
which can house an entire Battle Droid army.
---
Heavy Artillery Gun
"HAG"
A modification on the AAT that's also referred to as a Mortar Tank.
About as tough as an AAT as far as armor is concerned, and the cannon
has seriously been upgraded in lethality. They are used for long-range
attacks, and will often try to hammer mission critical craft.
---
Corporate Alliance Droid
"CAD"
The CAD isn't seen often in the Campaigns, but you'll face many in
Academy Multiplayer levels. It moves very fast on its single tread,
and the laser cannons on its side fire quite rapidly. They also take
a fair amount of hits before going down.
---
Multi Utility Transport
"MUT"
An unarmed vehicle, the MUT is used for transport, naturally. They can
take a fair amount of hits, and you'll have to take out a few to
prevent supplies from reaching the enemy.
---
Gnasp
Native to the Kashyyyk Moon, these insects aren't very resilient, but
they attack in great swarms, and spit a wad of goo as accurate as any
laser.
---
Spectral Guardian
Sort of a psuedo-boss character. These apparitions guard important
tombs with incredible ferocity. They cannot be harmed directly, but
their tombs are their source of power, and can be destroyed.
---
There are a few other boss enemies in the game, but we'll save those
for later... ^_^
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5. POWERUPS
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Unlike many other Star Wars vehicle combat games, there are many
powerups scattered throughout missions that can keep you going when
the bad guys start piling up. The powerups have colored halos around
them so you can see them in the thick of things.
---
One-Fourth Health Pack
Appears as a white globe with a white halo. Grab it to restore 25% of
your hull or health.
Full Health Pack
Appears as a white box with a white halo. Snag it to completely fix
your hull or replenish your health.
Ammunition
Appears as a box with warheads in it with a blue halo. Gank it to
fully replenish your Secondary Weapon supply.
Invincibility
A three-pointed symbol with a purple halo. Procure it to be impervious
to all damage for 20 seconds.
Super Blasters
A triangle with a green halo. Acquire it to add triple power to your
blasters, making enemy mop up a total breeze for 20 seconds.
Disintegration Field
A spoked circle with a red halo. Only available in mulitplayer. Pick
it up and you can cause damage to any enemies for 20 seconds just by
running into them.
Cloaking
An egg-shape with a yellow halo. Only available in multiplayer. Scoop
it up to become invisible on others' screens for 20 seconds. They can
still see your shots, however.
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6. MISSION WALKTHROUGHS
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Each mission is described as follows:
Overview: Who you are and why you're here...
Objectives: Your primary and secondary objectives as the game
describes them.
Craft: The craft/creatures/people you use in this mission.
Enemies: The different enemies you'll go toe-to-toe with.
Walkthrough: A detailed walkthrough on the mission.
Bonuses: Each of the secondary objectives and how to accomplish them.
NOTE: In all the walkthroughs, I describe how to beat the mission on a
Padawan difficulty. On the Jedi Knight and Jedi Master difficulties,
enemies are a bit more numerous, tougher to destroy, and hit harder.
Powerups don't change, though.
==================================
6A. Geonosis - The Rescue Begins =
==================================
Overview:
Mace Windu and a large contingent of Jedi are descending on the planet
Geonosis to rescue Anakin Skywalker, Obi-Wan Kenobi, and Senator Padm?
Amidala from the clutches of Count Dooku and the Geonosians. Mace and
Luminara Unduli make their landing ahead of the invasion force in order
to destroy the planetary defenses near the Arena.
---
Objectives:
Primary:
Destroy the First Anti-Orbital Cannon
Destroy the Second Anti-Orbital Cannon
Follow Luminara to the Third Anti-Orbital Cannon
Destroy the Power Supply of the Third Anti-Orbital Cannon
Secondary:
Complete Mission in Less Than 9 Minutes
Recover 3 Missing R5 Units
Destroy At Least 100 Enemies
---
Craft: Republic Fighter Tank -> Jedi
---
Enemies:
Geonosis Turret
STAP
GAT
Hailfire Droid
Battle Droid
Super Battle Droid
Geonosian
Dwarf Spider Droid
---
Walkthrough:
Destroy the First Anti-Orbital Cannon:
You'll begin the mission following Luminara to the first Orbital
Cannon. Shoot out the Turrets on the way and you'll soon be at the
Cannon. To destroy it, shoot up the six generators that flank it. Use
Missiles, since lasers take a while. While you're firing, GATs and
STAPs will pop up. You can largely ignore them. Once the Cannon is
blown, mop up the remaining enemies.
Destroy the Second Anti-Orbital Cannon:
Now, follow Luminara some more. A couple more Turrets line the walls
and Luminara will point out some a Full Health and Ammo. Grab if you
need, and take out several more GATs at the end of the canyon. As you
enter the next canyon, Luminara will point out some Hailfires
approaching. Deal with them and any GATs and STAPs that pop up.
Continue along the canyon, destroying enemies and Turrets.
Eventually, you'll reach a set of platforms. Luminara will tell you to
climb them while she finds another way. Climb the ramps and take out
the Turrets and GATs up here. About a third of the way, you'll see a
green halo nearby. Those are Super Blasters. Grab them, and you'll be
able to make quick work of the bad guys for 20 seconds. Continue
climbing platforms. Don't be discouraged when one of the bridges blow
up, just use your Boost to sail over the gap. You're now at the second
Cannon. Blow up the four Generators to move on.
Follow Luminara to the Third Anti-Orbital Cannon:
Proceed along the wasteland. Eventually, Luminara will tell you about
multiple incoming enemies. Start firing Missiles at them and you'll
make a nice mess. Once they're all taken out, you'll head to the last
Cannon, which is inside an outpost. Looks like you'll have to get out
and bust through on foot.
Destroy the Power Supply of the Third Anti-Orbital Cannon:
Mace will hop into the outpost. The alarm will sound, and you'll soon
be set upon by Battle Droids, Super Battle Droids, and Geonosians.
Push your way through (literally and figuratively). Soon, you'll come
upon a Dwarf Spider Droid, and Luminara will tell you about their self-
destruct mechanism. Toss your saber at them or Push them from a safe
distance. Aim for the Spiders in a fight so that you can take out any
enemies around them. Keep moving and you'll reach the Generators.
There are three Dwarf Spider Droids and an infinite number of
Geonosians dropping down. Fight or run past and start taking out the
Generators any way you wish (saber, throw, Push). Once they're all
history, you'll complete the mission and move on.
---
Bonuses:
Complete Mission in Less Than 9 Minutes: This shouldn't be too hard
after your first run through. Use Missiles on the Cannon Generators,
and on as many GATs and Hailfires as possible. Don't spare them,
because you have plenty to go around. Use the Super Blasters on the
platforms to clean them up quickly. Use all your Missiles after the
second Orbital Cannon to clean up the bad guys quickly. When on foot,
use Push as much as possible to clean out large amounts of bad guys
at once. Once you reach the end, blow the Spider Droids and rush to
the end, using Push on the Generators.
Recover 3 Missing R5 Units: The R5 units are green dots on the radar,
but that doesn't mean they're easy to find. One unit is before you
reach the platform climbing area. Climb up a slope on the right side of
the canyon before the platforms come into view. You'll find an Ammo
powerup up here, as well as one of the droids. The next can be found in
a section after the second orbital cannon where Luminara talks about a
lot of enemies. Near the left end of that section is part with a climb
up to a rock wall. There are some somewhat loose rocks at the top.
Drive around them and you'll find the droid. The last R5 unit is at the
very end of the mission, after you get on foot. Once you reach the open
area with the cannon's generators, you'll see the R5 in a far corner.
Destroy At Least 100 Enemies: Shouldn't be a problem at all. Even if
you don't get many on the way, the very last area has infinite
Geonosians dropping in near the Generators. Keep killing them.
==========================================
6B. Geonosis - Infiltration of the Arena =
==========================================
Overview: The way is clear for Transports to land, but Anakin and
Obi-Wan will be immediately executed if you just go in blasting. You
and Luminara will arrange to sneak the Jedi into the Arena undetected.
You'll have some protecting to do on the way. You'll also face some
new bad guys.
---
Objectives:
Primary:
Destroy All Opposition at the Enemy Landing Pad
Defend the Landing Pad
Escort the Convoy to the Arena
Clear the Separatist Outpost
Secondary:
All Convoy Vehicles Must Survive
Destroy All Enemy Turrets
Find the Hidden Weapons Cache
---
Craft: Republic Fighter Tank
---
Enemies:
Geonosis Turret
STAP
GAT
Hailfire Droid
Homing Spider Droid
---
Walkthrough:
Destroy All Opposition at the Enemy Landing Pad:
You'll have a little marker pointing out the pad, but it's pretty far
off. Luminara says she'll take care of the Turrets, but she actually
kinda stinks at it, so help her out. Make your way along the wasteland,
blasting Turrets and STAPs. When you reach the pad, take out the
Turrets and GATs sitting around twiddling their thumbs.
Defned the Landing Pad:
Once the Cargo Gunships start landing, you'll get the note of enemies
moving in. Several GATs and a few Hailfires will approach from all
directions. Use Missiles on groups of GATs or the Hailfires to clean
up quickly. While you're doing this, the Cargo Gunships will be
dropping RTTs. When three are dropped, you'll start moving.
Escort the Convoy to the Arena:
The convoy will start moving, so go ahead down into the canyon ahead
of them and clean out the Turrets and GATs in the first area. Stay
with the convoy as it moves. There will be Hailfires, GATs and some
Turrets in the front, and a couple of GATs will come from behind, so
stay awake. Soon, you'll reach a small rock and you'll notice Homing
Spider Droids ahead. Further ahead to the right is a Super Blasters
powerup. Use it if you wish, or just unload with Missiles (or both).
There are five Spider Droids to remove, so get to it. Once they're all
down, use your remaining Super Blasters on the Turrets. As your convoy
rounds the corner, they'll be attacked by a bunch of GATs from behind.
Fire missiles from a distance, but stay ahead of the convoy, as the
real problem will come from the front, in the form of Hailfires and
a Spider Droid. Blast everything and you'll soon be at an outpost.
Clear the Separatist Outpost:
There are several Turrets, a Spider Droid, and a bunch of GATs coming
out of tunnels. Destroy the Turrets and Spider, then turn your
attention to the tunnels. Start blasting them to block them, then
clean up the remaining GATs. Your RTTs will drop off the Jedi and
you'll head inside to tell Dooku the party's over.
---
Bonuses:
All Convoy Vehicles Must Survive:
Shouldn't be too tough. Stay with the convoy at all times. Check both
in front and behind them. Use Missiles on the more hardy enemies.
Destroy All Enemy Turrets:
Seems like an easy objective, so you know they're going to try to
stick you with it somewhere. In the first valley, make sure you take
out all the Turrets you see. After that, look in the direction of the
Landing Pad, then look left to see a big rock nearby. Behind that
big rock is a rather elusive Turret that nobody ever pays attention to.
After that, just get all the ones in the canyon pass and at the outpost,
and you're all set.
Find the Hidden Weapons Cache:
Just before you head to the Separatist Outpost, look at your radar.
You'll notice a little side canyon off to your right. Head into it
and a short way in, you'll find Full Health, Ammo, and Invincibilty.
=======================================
6C. Geonosis - The Battle of Geonosis =
=======================================
Overview: Anakin and Obi-Wan have been freed. Mace Windu has taken out
Jango Fett, and Master Yoda has arrived with the Republic's Clone Army.
The Separatists are going to fight back, but the main objective is to
find Count Dooku. Mace is going to attempt to slow down the retreat
by taking out Techno Union Ships.
---
Objectives:
Primary:
Fight Your Way to the Gunship
Destroy All the Techno Union Ships
Defend the Mobile Assault Cannons
Defeat the DARK ACOLYTES
Secondary:
Destroy All Canyon Wall Turrets
All Mobile Assault Cannons Must Survive
Complete the Mission in Under 10 Minutes
---
Craft: Jedi -> Republic Gunship -> Republic Fighter Tank
---
Enemies:
Battle Droid
Super Battle Droid
Dwarf Spider Droid
Geonosis Turret
Homing Spider Droid
Droid Starfighter
Techno Union Ship
AAT
Trade Federation Core Ship
*DARK ACOLYTE*
---
Walkthrough:
Fight Your Way to the Gunship:
You'll start out on foot. The Gunship is straight ahead of you. Fight
your way past the droids and hop into the ship.
Destroy All the Techno Union Ships:
Once in the air, you'll need to take out all the pillar-like Techno
Union Ships. Missiles and Pinpoint Lasers are great for this kind of
work, so hammer the ships before they can take off. There are five in
the first valley. After they go down, you'll get the call to move on.
Head to the next canyon and take out four more Techno Union Ships.
After that, you'll have to head to a third valley and take out three
more. All the while, you'll be dodging fire from Starfighters and
ground-based enemies. After all ships are destroyed, you'll land and
be told about the Core Ships, which are being attacked by MACs.
Defend the Mobile Assault Cannons:
You'll hop into a Republic Fighter Tank and will have to clear out
ground forces. These consist of Turrets, GATs, Hailfires, and AATs.
Clear out all the red dots and watch the MACs take out the first Core
Ship. Follow the arrow to the next canyon, where you'll find another
Core Ship, along with more enemies, including some Spider Droids. Once
that Core Ship is down, head to the last canyon. Take out all the
enemies in this area (note the Super Blasters powerup) and the final
Core Ship will drop like a rock real quick. You'll head towards Count
Dooku's hangar, but will stopped on the way by three nasty looking
vehicles.
Defeat the DARK ACOLYTES:
The big thing about these buggies is their armor, which they have
plenty of. Their lasers don't hit hard alone, but they quite accurate,
and there are three of them, so the damage will add up fast. Behind
the Acolytes are Super Blasters and Ammo. First, use all your Missiles
against them, then grab the powerups and finish the job. Once all the
Acolytes are gone, you'll have taken the planet. Mission accomplished.
---
Bonuses:
Destroy All Canyon Wall Turrets:
These are basically the Turrets you see lining the walls in between
the big valleys where you find Techno Union Ships. Use your Pinpoint
Lasers to mop them up quickly. There aren't any hidden ones, so you
shouldn't have a problem if you keep your eyes open.
All Mobile Assault Cannons Must Survive:
A pretty easy task. Save your Missiles for Hailfires and Spiders, and
use Lasers for GATs and Turrets.
Complete the Mission in Under 10 Minutes:
You may want to do this on a separate run. Basically the idea is not
to hang around too long in any one location. Blow the Techno Union
Ships and keep moving. Of course, waiting around for the Core Ships to
blow is inevitable. To quickly mop up the Dark Acolytes, go right for
the Super Blasters and just pour Missiles into them.
===========================================
6D. Rhen Var - The Evacuation of Rhen Var =
===========================================
Overview: While patrolling the Tion Cluster, Anakin and Obi-Wan discover
a massive Separatist fleet heading in the direction of a small Republic
outpost on the planet Rhen Var. Your mission is to secure the
evacuation of the base.
---
Objectives:
Primary:
Secondary:
Rescue the Troops in under 90 Seconds
All Convoy Transports Survive
Destroy At Least 10 Enemy Vehicle Transports
---
Craft: Republic Gunship
---
Enemies:
Droid Starfighter
Homing Spider Droid
GAT
AAT
MAG
Hailfire Droid
VAC
Trade Federation Landing Ship
---
Walkthrough:
Get to Republic Outpost:
Your first objective is to pick up some stranded Republic troops.
The position is highlighted off in the distance, so head straight for
it. You can ignore the enemies on the ground if you wish.
Destroy All Ground-Based Enemies Near the Outpost:
Turn on the Pinpoint Lasers and start liquifying the tanks that are
running around the outpost. When you're out of Pinpoint, you can
switch to lasers, or Missiles, if you're daring. Once they're all gone,
head to the landing pad.
Drop Off the Republic Troops:
Beeline back to the base and head for the landing pad. There are some
GATs at the base which you can shoot up if you want.
Defend the Republic Convoy:
After dropping off, you'll get a refill on Health and Ammo. Head for
the convoy that your display is pointing out and you'll find it
surrounded by bad guys. Get your freak on with the Pinpoints and the
Missiles. Two Missile Volleys can drop a VAC from the sky before it
can touch down, and Pinpoints can quickly take care of anything else
running around, including Droid Starfighters. Just watch your radar for
the red dots (and especially red triangles, since those are VACs).
Once you get to the base, take out anything else in the way, and mop
up around the base. You'll soon reload and resupply at the landing pad.
Get to the Jedi Sanctuary:
Obi-Wan will mention Jedi cut off from the base. Get your butt over
there quick.
Destroy All Enemies Near the Jedi Sanctuary:
It's just some tanks. Pinpoint and Missile them quickly.
Drop Off the Jedi:
Now drop the hammer and speed directly for the base. You'll notice
that it's under heavy attack. Fire off some Missile volleys at nearby
enemies, but largely, you'll want to land to drop off your buddies.
If you don't, the attacking forces will just get more numerous as you
wait through the next objective.
Defend the 3 Transports Until the Evacuation:
This is mostly a losing battle, but you need to hold off the bad guys
as they encroach on the base. The main objective is to take out the
bad guys physically firing on the base, and those come out of the VACs.
Move around the perimeter of the base in a counter-clockwise direction.
That's the order the VACs drop. Pinpoint or Missile them to the
ground, then use Pinpoints on anything they might have dropped
previously. Keep firing and take out as many of the bigger tanks as
you can. Eventually, the Transports will be away and you'll finish the
mission.
---
Bonuses:
Rescue the Troops in under 90 Seconds:
This is the basic situation of "put your foot down and don't stop for
nothin'". Head directly for the outline of the outpost on the horizon
and Pinpoint Laser all the bad guys there. When you run out, turn to
the Missiles. Grab your guys and head like a rocket back to the base.
All Convoy Transports Survive:
If you concentrate, this part isn't that hard. Destroy as many VACs
as you can before they can land. Look for all the red dots on the map.
Red triangles are VACs, by the way, so you know when to head for them.
Remember to use Pinpoints whenever you can and fire Missiles with
abandon.
Destroy At Least 10 Enemy Vehicle Transports:
This should happen anyway if you're doing the mission right. Keep
moving around the perimeter of the base and watch for the VACs. If you
can help it, try to shoot them down before they land. A couple of
seconds of Pinpoint Laser or that and a few Missiles should do the
trick (on Padawan difficulty).
MORE COMING SOON!
======================================
6E. Raxus Prime - Scrap Yard Pursuit =
======================================
Overview: Masters Yoda and Windu send a task force led by Obi-Wan and
Anakin to Raxus Prime to investigate Separatist activity. Upon landing,
they scouted the area from the ground in Speeder Bikes. A patrol of
STAPs spotted them, and is heading back to base. You must take control
of Obi-Wan and hunt down the STAPs before they get away.
---
Objectives:
Primary:
Prevent STAPs From Returning to Headquarters
Secondary:
Take Both Shortcuts
Destroy All STAPs in less than 2 Minutes 20 Seconds
Complete Misssion with 100 Percent Hull Strength
---
Craft: Speeder Bike
---
Enemies:
STAP
Raxus Turret
---
Walkthrough:
Prevent STAPs From Returning to Headquarters:
A rather short mission. Don't forget the Y button for your Repulsor
Boost, because you'll need it while chasing these guys. There are
five STAPs to destroy. You'll get constant distance warnings about how
far the STAPs have to go to get to the base. To get clean shots at the
STAPs, it helps to boost off a slope of wreckage and get airborne.
Once you reach a tunnel with metal walls, you'll come under fire from
Raxus Turrets. After that, you'll find some ramps launching over
waste. On one of these ramps is an Invincibility powerup. That's
pretty much all there is to the level. Try to avoid crashing and shoot
straight. Once they're all gone, you'll meet back up with Anakin so
you can further investigate what's going on here.
---
Bonuses:
Take Both Shortcuts:
This is easy when you know where they are, of course. Both shortcuts
are marked by Health Packs. The first one is in a tunnel that cuts
through a large wreck. You should see the Health Pack in a small
cutoff to your left. That's #1. The second one is quite a bit later
in the mission. After you pass through a metal hulk which has Turrets
that fire on you, you'll eventually come upon a large ramp leading up
to an Invincibility powerup. You don't need to grab it, but beyond that
is a bunch of brown structures. There's a Health Pack at the far end
of these structures that you should be able to see. Behind that Health
Pack is a ramp and your second shortcut.
Destroy All STAPs in less than 2 Minutes 20 Seconds:
It may take more than one try, but this is the easiest bonus to earn.
Just be sure to lay into the Repulsor Boost and get a clean lock before
you fire.
Complete Misssion with 100 Percent Hull Strength:
With a little practice, this should only take a few tries. Note that
the bonus didn't say not to take any damage. If you find a Health Pack,
you can use it to restore your hull. Just watch where you're going.
Your craft can take light hits without damage, but not big crashes.
=============================================
6F. Raxus Prime - Ambush Among the Wreckage =
=============================================
Overview: While waiting for reinforcements to arrive, Anakin and
Obi-Wan spot three supply convoys heading for the excavation site.
They'll need to destroy them to stymie the enemy's efforts.
---
Objectives:
Primary:
Get to the Ambush Point
Ambush the Enemy Convoy
Destroy the Two Remaining Convoys
Secondary:
Find and Destroy 3 Enemy Communication Outposts
Destroy All Convoys Within 6 Minutes
All Squadmates Must Survive
---
Craft: Republic Fighter Tank
---
Enemies:
Raxus Turret
Hailfire Droid
GAT
AAT
STAP
MUT
---
Walkthrough:
Get to the Ambush Point:
While you're making your way to the point, Anakin will mention the
unit commands, which you can use with the Control Pad. Be sure to
make as much use of these functions as possible. Whenever an enemy
crosses your path, hit Up on the Control Pad and it'll be down that
much quicker. Anyway, proceed along the set path, firing at Raxus
Turrets, and the occassional GAT or Hailfire. You'll eventually see
your fabulous ambush spot. Hide inside and this will trigger the
convoys to start rolling. You have a long window to reach the spot
(about six minutes) so don't feel rushed. Oh, and there's one more
thing to mention. There are large floating trash compactors at certain
points in the mission. If you get sucked up into their little repulsor
thingy. You'll be destroyed, so try to avoid them. If you get caught,
you can boost out.
Ambush the Enemy Convoy:
Nothin' says lovin' like a bad guy who don't know you're comin'. The
convoy consists of 8 AATs, 2 STAPs and 3 MUTs. The MUTs (big brown
things) are your targets. How you wish to take them out is up to you.
You have the option of blowing up the attendant AATs, leaving the MUTs
defenseless, or you can just drop the MUTs immediately and hightail it
out of there.
Destroy the Two Remaining Convoys:
After that lovely display of pyrotechnics, the other two convoys will
split up. Grab the Ammo in the area (and there's Invincibility just
outside, if you wish) and chase the convoys. Watch for Turrets all
over the place, as well as some stray vehicles. You've got plenty of
time, as the convoys move at a snail's pace, and there are several
Health and Ammo powerups lying around. Once the convoys are stains on
the ground, the reinforcements will arrive and you'll be set to attack
the excavation site.
---
Bonuses:
Find and Destroy 3 Enemy Communication Outposts:
These are small dishes with red lights on them. The first one is right
behind you when you start. The second is on your way to the ambush
point. You'll pass under a large grilled structure with a Super Blaster
on top (which you can get to by means of a ramp), and the dish will be
off to your left as you go past it. The last one is tougher to find.
Head towards the ambush point, but don't go inside. Instead, head in
the direction that the convoy would be travelling (ie. not the way they
come from) down the large "road". There are plenty of Turrets along
this way (and a Super Blaster to help you out). There will also be
trash compactors above you. Once you pass under your second trash
compactor, take a hard left. The dish is in this general area. If
you find a huge tube-like structure, you've gone too far. Hope this is
enough info.
Destroy All Convoys Within 6 Minutes:
Not a very pressing time constraint, but you should make sure that you
focus your squadmates fire on the MUTs and then bug out of there as soon
as they're all gone, regardless of whether or not you got all the AATs.
All Squadmates Must Survive:
Smart squadmate commands will help here. Don't tell them to Break,
because that increases the possibility that they'll go off and get
themselves killed. As soon as you feel you've finished with a convoy
and want to move on, call them up to Regroup so you don't take any
extraneous fire.
===============================================
6G. Raxus Prime - The Conquest of Raxus Prime =
===============================================
Overview: The Republic begins their attack on the excavation site. The
plan is that the main force, backed up by Anakin and Obi-Wan, will
attack from the front, while the reinforcments sneak around the back
way.
---
Objectives:
Primary:
Escort AT-TEs to the Separatist Base
Clear the Separatist Base of All Enemy Units
Destroy the Excavator Crane's 2 Fuel Bays
Destroy the Generator and Bring in Reinforcements
Destroy the PROTODEKA
Secondary:
All Republic Units Reach Separatist Base
Destroy Crane Before Shield Generator
Complete Mission in Less Than 12 Minutes
---
Craft: Republic Fighter Tank
---
Enemies:
GAT
Raxus Turret
Homing Spider Droid
AAT
HAG
Hailfire Droid
*PROTODEKA*
---
Walkthrough:
Escort AT-TEs to the Separatist Base:
As soon as you jump in the AT-TEs will be under fire from GATs in the
valley. Destroy them all and assist the AT-TEs will clearing the hulks
in your path. They'll reveal a bunch of Turrets. Bust them up (check
your radar to find them quickly). As you pass the Turrets, more GATs
will show up. There will be Spider Droids and AATs up ahead. Don't
mind them for now. Just concentrate on the GATs in the area and let
your heavy guns bust them up. After that, a whole bunch more GATs will
show up from both sides. After THAT, you'll have to deal with a couple
of HAGs (Mortar Tanks), one from each side. After a few more GATs,
you'll be charged with the specific task of taking out some GATs up
ahead. Then, three Hailfires will show up from behind, then three
more from the left, then three more from the right, three more from
the left, three more from the right, and three from behind (phew!)
Clean up any remaining bad guys and your convoy will start breaching
the wall. Speed in (and collect that Invincibility), once the wall's
down.
Clear the Separatist Base of All Enemy Units:
In the base are a whole load of GATs, several Spiders, and a couple of
AATs at the end. Make your way through and clean house. Blow up any
red dots on the radar. Once they're all history, you'll make it to the
site.
Destroy the Excavator Crane's 2 Fuel Bays:
Destroy the Generator and Bring in Reinforcements:
You'll get these two objectives simultaneously. Your buddies are
trapped outside behind a force field. The generator is at the back of
the compound. Blow that and you can get some help in taking out the
two fuel bays for the crane. Trying to stop you will be several GATs,
Spiders, AATs, and Hailfires. Fortunately, there are plenty of powerups
lying around. I suggest you save those, however. Once the crane and
generator are down, Anakin will see Dooku and take off after him.
Obi-Wan will sense a trap, and sure enough, a huge floating tank of
destruction pops through a wall and liquifies your strike force, leaving
you to take it out.
Destroy the PROTODEKA:
That's a big thing, eh? It has multiple laser cannons, and lots of
homing missiles that it will fire at you. To avoid both, you can hide
behind the crane structure. Peek out and launch all your Missiles at
it, then speed around the arena to get more Ammo and Health and repeat.
Brute force is pretty much the order of the day, here.
---
Bonuses:
All Republic Units Reach Separatist Base:
If you stick to the AT-TEs and don't stray too far off chasing bad guys,
there shouldn't be too many problems here. Also, that means your
squadmates have to survive, too, so use them wisely.
Destroy Crane Before Shield Generator:
Pretty simple, although you may get tossed around a bit more than if
you went for the generator first. Just destroy the crane's fuel bays
first. Stick with lasers if you want to survive the fight against the
Protodeka.
Complete Mission in Less Than 12 Minutes:
This is a long mission, and you should probably do this one and the
crane one in separate runs. Take out everything as fast as possible
when you get to the base and hammer the Protodeka quickly.
=====================================
6H. Kashyyyk Moon - Anakin's Escape =
=====================================
Overview: Anakin's following of Dooku proved costly. A fight with him
ended with him being stunned by Dooku's new lap dog, Cydon Prax. Waking
up in a prison ship, Anakin meets a smuggler named Bera Kazan, who tells
him that they're headed to a moon of Kashyyyk to be fed to the Force
Harvester, which sucks the Force energy out of living things and stores
it. Once they're placed in a prison, Dooku offers parting taunts and
orders Prax to fire up the Force Harvester.
---
Objectives:
Primary:
Escape From Your Cell
Get Your Lightsaber from the Command Droid
Get to an Empty STAP
Escape Into the Forest With Bera
Secondary:
Free the Prisoners
Trigger the Wookiee Alarm
Escape the Harvester in Under 2:35
---
Craft: Jedi -> STAP
---
Enemies:
Battle Droid
Dwarf Spider Droid
Kashyyyk Turret
STAP
---
Walkthrough:
Escape From Your Cell:
Force...Push... Boom...
Get Your Lightsaber from the Command Droid:
He's the droid with the circle around him and the words "Command
Droid" above him. As soon as your Push recharges, knock him over and
grab the saber.
Get to an Empty STAP:
You have the option of busting down some other doors to free prisoners,
or you could just follow Bera to the STAPs. Just get moving.
Escape Into the Forest With Bera:
This part isn't easy. Stay on Bera's tail and use the Repulsor Boost
to keep up. As you'll see on the radar, the Force Harvester's wave of
destruction consists of two red lines. If the second red line passes
you, you're gone. Bera will take several twists and turns through the
forest. Don't use the boost while among trees, as you'll risk ramming
into them. While you're riding, you'll come under fire from Turrets.
Don't bother shooting back. Just ride hard. After passing along a
river, Bera will mention a ravine up ahead. Make sure you cross the
bridge. After another ravine, you'll pass through a little Wookiee
village. Step on the gas and you'll soon be out of range of the
Harvester.
---
Bonuses:
Free the Prisoners:
There are three cells in the area besides your own. Use your Force Push
on them before you head to the STAPs to free the prisoners.
Trigger the Wookiee Alarm:
After crossing the second ravine, you'll see a highlighted tree labelled
"Wookiee Alarm". Shoot it.
Escape the Harvester in Under 2:35:
Definitely not easy. Don't waste time with the prisoners in the camp.
Run straight for your lightsaber, then the STAPs. Avoid collisions and
boost wisely and you should make it out with time to spare.
===================================
6I. Kashyyyk Moon - New Alliances =
===================================
Overview: Anakin is given a Maru and Bera tells him about a nearby
comm center that he could send a distress signal to the Republic with.
---
Objectives:
Primary:
Follow Bera to the Communications Outpost
Destroy All Enemy Units at Secondary Outpost
Use the AAT to Enter the Comm Outpost
Get to the Communications Center
Get Back to the AAT
Escape From the Outpost
Destroy the Power Generators
Escape Into the Forest
Secondary:
Recover 3 Missing R5 Units
Destroy All Enemy Units at the Comm Center
Complete Mission Under 8:30
---
Craft: Maru -> AAT -> Jedi -> AAT
---
Enemies:
Gnasp
STAP
Super Battle Droid
AAT
Battle Droid
Dwarf Spider Droid
GAT
---
Walkthrough:
Follow Bera to the Communications Outpost:
Tail Bera through the woods and you'll come upon several Gnasp hives.
After cleaning out three of them, you'll come across a patrol of STAPs,
which you need to take out so that they don't tell the comm center
that you're out here. Continue on and you'll come across another STAP
patrol and a lot more Gnasps (there's a Super Blaster in a canyon that
could help you out). Once you leave the canyon, you'll find a
secondary outpost.
Destroy All Enemy Units at Secondary Outpost:
An AAT and several STAPs and Super Battle Droids are here. Clean them
up and you'll grab the AAT.
Use the AAT to Enter the Comm Outpost:
Simply trundle along in the AAT and enter the Comm Outpost by the
front gate. No one will even check your papers.
Get to the Communications Center:
Ride through the comm center. Try not to draw attention to yourself or
anything. As you approach the center, you'll get out and proceed on
foot. Take out the opposition that gets in your way. Head to the far
end of the complex. You'll relay your message and set off the alarm.
Smooth.
Get Back to the AAT:
Fight your way through the hordes of droids and hop back into the
tank.
Escape the Outpost:
Head back the way you came, blasting all the enemy vehicles that just
got off their coffee break. Head towards the gates.
Destroy the Power Generators:
As you get to the gate, you'll notice that you'll have to bust your
way out. Shoot down the generators to the left of the gate.
Escape Into the Forest:
Take out the STAPs, Dwarf Spiders, and AATs in your way and head back
to the Marus to complete this mission.
---
Bonuses:
Recover 3 Missing R5 Units:
The first R5 unit is at the secondary outpost (where you pick up the
AAT), right behind the hangar. The second is inside the comm outpost,
right as you enter behind a building ahead of you. The final droid is
found once you get on foot. After you take out most of the bad guys,
look for a Turret (big white triangle on your radar). The last droid's
behind it.
Destroy All Enemy Units at the Comm Center:
And that means everyone. Every droid. Every vehicle. Shouldn't be too
difficult if you're thorough.
Complete Mission Under 8:30:
If you're searching for either of the first two, you may want to save
this for the next run. It can still be done, but you'll have a much
more relaxed time of it if you're not looking for droids or enemies.
================================================
6J. Kashyyyk Moon - The Liberation of Kashyyyk =
================================================
Overview: The Separtist Army is on the way, but reinforcements won't
arrive for some time. Anakin and Bera need to spring traps at two of
the three entrances to the village, and hold off the Separatists at
the remaining entrance until the Republic shows up.
---
Objectives:
Primary:
Trigger the First Trap
Secondary:
All Squadmates Must Survive
All Wookiee Huts Must Remain Intact
Complete Mission in Under 10 Minutes
---
Craft: Maru -> Republic Fighter Tank
---
Enemies:
Super Battle Droid
STAP
Gnasp
GAT
Homing Spider Droid
VAC
AAT
HAG
*HARBINGER*
---
Walkthrough:
Trigger the First Trap:
Follow the arrow and proceed along the ravine. Along the way, you'll
meet Super Battle Droids, Spider Droids, and STAPs. Use the Seismic
Emitter on the first group to clean them up quickly, then Thermal
Detonators. You should at all times be running towards the other end
of the ravine. Shoot the trap (the green square) to block off the
Separatist advance.
Destroy Remaining Enemy Units Near First Trap:
Pretty basic. It's just clean-up time...
Trigger Second Trap:
Follow the arrow to leave this area. You'll pass by Gnasp hives, and
they'll start attacking. Just ignore them and keep moving. In the next
ravine, you'll pass more Super Battle Droids, more Spiders, and more
STAPs. Shoot down the second trap the same way.
Destroy Remaining Enemy Units Near Second Trap:
Mop up the rest.
Defend the Wookiee Village:
You have two Health Packs, two Ammo Packs, and one Super Blaster to
help you out here, so use those wisely. You'll see two VACs set down
right in front of you. They'll each set an AAT and lift off. Use
concentrated fire to get rid of them. Next, several STAPs and GATs will
pour over the ridge and attack. Soon, you'll get a call about Mortar
Tanks. Head out and use a Seismic Blast to take care of two of them,
then use Thermals on the third. Shoot up some more GATs and STAPs.
A VAC will drop a bunch of Spiders, and AATs will start showing up,
along with the GATs and STAPs. Soon, the Republic ship will drop in
and you'll get some help from some Republic Fighter Tanks. You'll get
a call about more HAGs. After you take them out, the enemies should
start thinning out. Destroy the remainder (including three more HAGs)
and you'll have held them off. It's hectic, but keep up the fire and
use your Thermals, and you should live. After you finish, you'll find
Obi-Wan, and you'll hop in some Tanks to find out where the bad guys
are coming from.
Fight the Separatists Back to Their Source:
You don't have to fight anyone, really. Just make it to the back of
the ravine. If you wish to fight, you'll face GATs, AATs, and Spiders.
Anyway, head to the staging area and you'll find the big problem
behind this invasion force.
Destroy the HARBINGER:
The Harbinger is a big attack carrier. It has eight turbolaser cannons
on its front face, two launching bays from which it will spit out GATs,
and a main cannon that traces around a composite beam, and then
detonates at several locations. There is Health and Ammo here to
recharge you, and it reappears several seconds after being picked up.
Taking out the smaller guns will give you room to breathe, but your
main objective is the big gun, which houses the reactor as well. You'll
know you can fire on it when it starts to open up and you can target it
with your crosshair. Unload your full magazine of Missiles and keep
shooting. You should have this thing destroyed with little problem.
---
Bonuses:
All Squadmates Must Survive:
All Wookiee Huts Must Remain Intact:
These two bonuses sort of go hand in hand. It shouldn't be a problem
keeping your other two guys alive if you keep them busy and don't leave
them behind. Saving all the Wookiee Huts is a simple matter of taking
out all the heavy stuff first, then the smaller units closest to the
huts.
Complete Mission in Under 10 Minutes:
This is a rather tough one. For the first two parts of the mission,
you should definitely take out all opposition, because you'll have to
anyway after you spring the traps. You won't move on to the village
defense part until all the enemies in the area are gone. The village
defense thing is a simple matter of taking out enemies as quickly as
possible. Use the Seismic Emitter for large groups of HAGs, AATs, or
Spiders. Use Thermal Detonators for ones that are alone or for clusters
of enemies. Blast everything else. Once you get into the Republic
Tank, jet immediately to the Harbinger. Stop for nothing. Once you
get there, don't use Missiles on anything but the central gun when it
opens up. Once that gun is down, the mission's over. It should only
take two cycles of the gun opening to take it down.
=================================
6K. Rhen Var - Eye of the Storm =
=================================
Overview: Anakin shows Obi-Wan, Master Windu, and Master Yoda the
devastation caused by the Force Harvester. Master Windu informs them
of an ancient weapon, the Dark Reaper, that could be powered by the
Force Harvester. This weapon, constructed by the Sith during the
Great Sith War, four thousand years ago, was stopped by Ulic Qel-Droma,
a fallen Jedi who redeemed himself. He's the only one who will know
how to defeat the Dark Reaper before Dooku can use it to overthrow the
Republic. Anakin and Obi-Wan must travel back to Rhen Var to find any
info about how to stop the Reaper.
---
Objectives:
Primary:
Get to the Downed Republic Assault Ship
Defend the Downed Republic Assault Ship
Proceed to the Separtist Fuel Depot
Destroy the Separatist Fuel Depot and All Enemies in its Vicinity
Secondary:
Reach the Assault Ship in Under 90 Seconds
Don't Let Any Allies Die
Destroy the Four Radar Dishes
---
Craft: Republic Fighter Tank -> AT-XT Assault Walker
---
Enemies:
GAT
STAP
Hailfire Droid
Battle Droid
Rhen Var Turret
AAT
HAG
VAC
---
Walkthrough:
Get to the Downed Republic Assault Ship:
Your first task down here is to take out a Fuel Depot to slow the
Separatists down. The Assault Ship carrying Walkers that were to
go after the depot was shot down, so you'll have to get there before the
Separatists do. Simply follow the arrow and you'll reach the ship.
You'll start by passing over an ice field, with some STAPs, Turrets, a
Spider, and a big wall at the end that you'll have to bust down. You'll
pass "Marker 1" after that wall. Proceed along the snow field and pick
off some more bad guys and you'll soon pass "Marker 2". Now, in the
coming area, there are slopes leading up the side of the canyon. If
you take either of these slopes (you'll probably need to boost to get
up there) you can avoid a Spider and another wall by going above it.
Take advantage of that. Keep pushing ahead past the next marker, and
plow through the HAGs. You'll eventually reach the ship.
Defend the Downed Republic Assault Ship:
Once you get here, there are lots of bad guys coming in from two
directions (and being dropped from VACs) that will try to ruin your
day. GATs, AATs, STAPs, and Hailfires abound. On a ledge between
the two entry points is Health, Ammo, and a Super Blaster powerup. Use
them. After all enemies are destroyed, you'll continue on.
Proceed to the Separtist Fuel Depot:
You'll hop into an AT-XT and head off for the Fuel Depot. STAPs, Battle
Droids, and Turrets will try to get in your way. Later, you'll find a
line of AATs. You'll reach a wall with a hangar on either side.
Destroy the hangars to stop the enemies from flowing out. Destroy the
wall to move on. Next, after a Health pack, you'll come upon enemies
shooting at your from a bridge. Use a Proton Mortar to destroy the
bridge and that's one less problem. Mop up enemies and Turrets in the
area and you'll reach the Fuel Depot.
Destroy the Separatist Fuel Depot and All Enemies in its Vicinity:
Sounds simple enough. You've just got a whole load of STAPs and a ton
of AATs guarding the place, along with a few Turrets. Climb up on the
left or right ridge for some cover. Use your Proton Mortars and Shields
whenever you can. Once you take out the enemies in the surrounding
area, just pound the Fuel Depot and when it explodes, it'll take out
the enemies nearby. With the enemy's efforts hindered, you can move
on to the Jedi Monument.
---
Bonuses:
Reach the Assault Ship in Under 90 Seconds:
Basically another "put your foot down" bonus. You have to motor to get
to the Assault Ship. Don't shoot at much anything else besides the
walls blocking your path.
Don't Let Any Allies Die:
Pretty easy. I've left them alone and still got this bonus. Just
kill everything and everyone should survive.
Destroy the Four Radar Dishes:
Okay, another case of "hunt down elusive targets". The first one is
right at the downed Assault Ship on a little ledge with some powerups
on it. The second dish is soon after you enter the AT-XT. At the first
metal wall on your right you'll find it. The third and fourth are both
at the Fuel Depot, one on the far right side, the other on the far left.
Use the Zoom Mode to pick these off quickly.
============================
6L. Rhen Var - Lost Legacy =
============================
Overview: Your forces are ready to take over the Jedi Monument. It's
time to find out what ghosts Qel-Droma keeps in his tomb.
---
Objectives:
Primary:
Destroy All Enemy Units at Separatist Outpost
Follow the Markers
Destroy All Turrets at Command Center
Proceed to the Next Marker
Destroy Enemy Convoy Before it Reaches the Temple
Proceed to the Jedi Temple
Protect Republic Ground Forces
Defeat the Spectral Guardians
Secondary:
Destroy 6 Enemy Vehicle Carriers
Complete Mission in Less Than 12 Minutes
Both Mobile Assault Cannons Must Survive
---
Craft: Republic Gunship -> Republic Fighter Tank
---
Enemies:
AAT
Hailfire Droid
Rhen Var Turret
VAC
MUT
Techno Union Ship
Trade Federation Core Ship
Spectral Guardian
---
Walkthrough:
Destroy All Enemy Units at the Separatist Outpost:
You'll be dumped right at the outpost. Fire away at all enemies in
the area. Pinpoints are quick kills against the Turrets, and all the
ground stuff can be taken out with Missile volleys easily enough. Once
your radar is clean, you'll move on.
Follow the Markers:
Proceed along the canyon, following the arrow, blowing up any enemies
in your path (which is so much fun in the Gunship). You'll soon reach
the enemy Command Center.
Destory All Turrets at Command Center:
That's a lot of Turrets, but you've got some mad power on your side.
One Missile volley can take out any Turret, and even normal lasers will
drop them relatively quickly. Make your way around the area, picking
them all off as you see them.
Proceed to the Next Marker:
You'll move along the canyon now. Bust up an ice wall to proceed.
Drop to the ground to pick up some Ammo and Health. You'll soon get
another call from Obi-Wan about a convoy on the move to the Temple,
which you'll have to destroy.
Destroy Enemy Convoy Before it Reaches the Temple:
Consisting of about seven MUTs and at least ten AATs. Wipe them out.
All of them. Missiles, Pinpoints, do whatever you have to do.
Proceed to the Jedi Temple:
When the convoy is just a memory, hit the gas and blast through some
more ice walls. You'll reach the temple and Obi-Wan will deploy two
platoons of ground forces with which to secure the area.
Protect Republic Ground Forces:
The Core Ship in the middle of the area will be constantly spewing out
AATs and Hailfires. Demolish them with extreme prejudice as they come
out. You'll also get calls of VACs dropping off units as well. Take
out the VACs before they can make the drop. There are three Ammo packs
and two Health Packs in the area, some on top of Techno Union Ships.
Keep destroying AATs and Hailfires after the Turbolasers start firing
and you'll eventually blow the Core Ship. Time to head inside.
Defeat the Spectral Guardians:
Once you enter, you'll be set upon by some ghosties. Shoot the three
tombs in the middle. They take a lot of hits, so use the Missiles
before they knock you down to nothing flat. Once the three tombs are
destroyed, Anakin will enter the tomb proper.
---
Bonuses:
Destroy 6 Enemy Vehicle Carriers:
Keep an eye out for the VACs and drop the quickly with your Pinpoint
Lasers. Obi-Wan will point out the first two for you. There are
four more at the very end at the Jedi Temple.
Complete Mission in Less Than 12 Minutes:
Not too hard, especially considering much of the time spent is from the
MACs, which you really can't help anyway.
Both Mobile Assault Cannons Must Survive:
Easy enough if you keep on top of all the enemies spilling out of the
Core Ship, which isn't hard while you've got a bird's eye view from the
Gunship.
===================================
6M. Thule Moon - Desperate Gambit =
===================================
Overview: Anakin encounters a Holocron image of Ulic Qel-Droma, who
promises to teach Anakin how to resist the power of the Dark Reaper.
Anakin also learns that the Dark Reaper is hidden on the planet Thule.
The Jedi plan their attack. Anakin will begin by taking out the
planetary shield generator on Thule's moon.
---
Objectives:
Primary:
Defend the Republic Assault Ship From All Attackers
Escort Convoy to Shield Generator Complex
Destroy 4 Shield Generator Charger Couplings
Secondary:
Landing Ship Shields Above 50 Percent
Destroy All Reactors
At Least 2 Convoy Units Reach the Shield Generator
---
Craft: Republic Fighter Tank -> AT-XT Assault Walker
---
Enemies:
GAT
AAT
Hailfire Droid
Thule Turret
HAG
Homing Spider Droid
STAP
CAD
---
Walkthrough:
Defend the Republic Assault Ship From All Attackers:
Your landing has been detected and a large assault force is moving on
your position. The enemy force consists of a bunch of GATs, AAT,
Hailfires, about five HAGs, and two Spiders. Four of the HAGs come from
the valley entrance. The other one is up on a ridge, near the two
Spiders. If you run low on Health/Ammo, head up the ramp of the Assault
Ship to collect powerups. Once all enemies are destroyed, a convoy of
engineers will move to the shield generator complex so they can let
you in.
Escort Convoy to Shield Generator Complex:
Your convoy will get underway. Take out STAPs, GATs, and Spiders as
you move along. Soon, you'll get a call that one of the convoy craft
is down from Mortar Tanks. Move around the ridge and zoom out to find
the HAGs that are shelling you. Blast them. Continue on, taking out
GATs, Turrets, AATs, HAGs, Spiders, anything that shoots back. You'll
reach the doors and the engineers will start pounding them down.
Defend them while they're pounding. They'll soon blow the door and you
can head inside.
Destory 4 Shield Generator Charger Couplings:
Open up on the enemies inside. Pound the Turrets, AATs, GATs, Spiders,
and even a couple of CADs. Make your way around the outside, blowing
walls, then head down the far ramp and shoot up the four large blue
tubes to deactivate the shield generator and open the planet for attack.
---
Bonuses:
Landing Ship Shields Above 50 Percent:
Easiest on Padawan difficulty. Just keep the heavy attackers (ie. HAGs)
off the Assault Ship.
Destroy All Reactors:
The Reactors are blue-lighted structures in the middle of suspended
platforms. You can't miss them. There are either four or five. Not
sure of the count, myself, but there are no hidden ones. Each one has a
Spider Droid in front of it anyway, so taking them out is a simple
matter of shooting the thing behind the Spider Droid.
At Least 2 Convoy Units Reach the Shield Generator:
You always lose one from the first bunch of Mortar Tanks. Protecting
the other two is easier. There are no enemies coming from behind, so
that's one less thing to worry about.
==============================
6N. Thule - Assault on Thule =
==============================
Overview: With the planetary shield down, Obi-Wan takes his forces to
the enemy and attempts to destroy their command center to disrupt their
efforts.
---
Objectives:
Primary:
Destroy All Opposition at the Landing Zone
Destroy First Energy Farm
Destroy Second Energy Farm
Destroy the Command Installation
Secondary:
Destroy All 8 Techno Union Ships
Complete the Mission in Under 9 Minutes
All Engineers Must Survive
---
Craft: Republic Gunship
---
Enemies:
GAT
AAT
Hailfire Droid
Thule Plasma Turret
Droid Starfighter
Homing Spider Droid
Techno Union Ship
---
Walkthrough:
Destroy All Opposition at the Landing Zone:
Make a beeline for the landing zone and open up all your weapons on
the AATs, Spiders, Hailfires, and Turrets there. Pinpoints and
Missiles. You'll get a free refill after you finish, so use it all
up. Mace Windu's strike force will land and you'll be tasked with
taking out the Command Center.
Destroy First Energy Farm:
The farms have internal shielding, so pick up some engineers at the
landing zone and head towards the first farm. Clear out all opposition
down there, and drop them off. While they disable the shielding,
you'll have to hold off GATs approaching from two fronts. Once you
get the call that the engineers are done, blow up the energy farm with
multiple Missile volleys and Pinpoints.
Destroy Second Energy Farm:
More of the same. Pick up engineers, clear out the landing area,
drop them off, defend them from GATs (and a couple of AATs this time)
coming from two directions. Wait for the engineers. Blow up the
farm.
Destroy the Command Installation:
Now for some good old-fashioned pyrotechnics. Head towards the Command
Installation (it's highlighted in your view). Your objective is to
waste all the conduits that are powering the installation. There are
conduits all around the installation and you'll be under plenty of fire.
Just stay calm and shoot straight and you should be able to take them
all out in one pass.
---
Bonuses:
Destroy All 8 Techno Union Ships:
After you pick up your first group of engineers, you'll pass a clearing
with three TU Ships, and there'll be a fourth just past that near the
energy farm. The next four are after you pick up the second group of
engineers. You'll see one right on your way, another beyond that, and
the last two up on a cliff beyond that.
Complete the Mission in Under 9 Minutes:
This is a pretty steep time limit. Clear out the Landing Zone as
quickly as you possibly can (empty your Missile battery). The same
goes for the Command Center. Everything else is timed to protect, so
just keep them alive.
All Engineers Must Survive:
Not necessarily easy, but simple in the sense that you just have to
keep all the bad guys away from the energy farms. If you hear a
scream, you blew it.
==============================
6O. Thule - Dark Side Rising =
==============================
Overview: With the communications down, and the main military base
neutralized, Mace Windu leads the ground assault on Thule's captial
city.
---
Objectives:
Primary:
Destroy the Two Starfighter Hangars
Defend the AT-TEs as They Destroy the Factories
Proceed to the Sith City
Destroy the PROTODEKAS
Enter the Service Ducts and Destroy the Gate Mechanism
Secondary:
All Walker Squadmates Must Survive
All Fighter Tank Squadmates Must Survive
At Least 4 AT-TEs must Survive
---
Craft: AT-XT Assault Walker -> Republic Fighter Tank
---
Enemies:
GAT
AAT
Homing Spider Droid
Thule Turret
VAC
Hailfire Droid
HAG
*PROTODEKA*
Battle Droid
Dwarf Spider Droid
---
Walkthrough:
Destroy the Two Starfighter Hangars:
The first part of your assault is as such. Make your advance, taking
out those that get in your way. When you reach the first bridge, make
sure you aim right to take out the AAT lobbing cannon fire at you.
Cross the bridge and blow up the walls of the nearby building, and
proceed on through it, watching out for AATs hiding in corners. The
first hangar is on your right as you leave. Take out the Turrets and
AATs guarding it and use concentrated fire to blow it up. Proceed
along the trenches towards the next hangar. Shoot anything evil that
moves. There's an Invincibility powerup along this route, but you'll
face about three guys while grabbing it, so it's not super-useful.
As you reach the second hangar, VACs will drop off Spiders in addition
to the AATs and Turrets that are already there. Use your Shields and
Mortars wisely. Use concentrated fire on the second hangar and you'll
have neutralized the enemy's air presence.
Defend the AT-TEs as They Destroy the Factories:
This part is in a Republic Fighter Tank. Your task is to keep the
AT-TEs alive while they blow up the factories. This part's wild and
wooly. There are six AT-TEs, and it's a big field. GATs, AATs,
Hailfires, and Spiders all swarm across the field. Most of your trouble
will be GATs and AATs that come from the factories. In addition, some
HAGs are produced. They hang back and fire from long range. Have
your squadmates take care of them when they show up. Keep up the
attack, wiping any red dots. Eventually, the AT-TEs will destroy the
factories.
Proceed to the Sith City:
Make your way across the plains and you'll eventually run into a really
bad dream come true.
Destroy the PROTODEKAS:
Bad news is you're staring down two of these monster tanks. Good news
is that you have squadmates who can lend a hand. Assign them to attack
a particular one while you dodge around avoiding Missiles, all the while
returning your own fire. Take out one completely before going after
the other. Keep your eyes open for the supplies, because you'll need
them. Of particular desire to you should be the Super Blaster. After
the tanks are down, push on ahead, and an Assault Ship will drop in.
You'll switch to a cutscene where your tank is destroyed by Cydon Prax
in his Dreadnought. You're on foot for now.
Enter the Service Ducts and Destroy the Gate Mechanism:
Run your little butt and follow the arrow to the service ducts as
indicated, knocking down all in your path. The service ducts aren't
too complicated. Just keep moving towards the far end. Eventually,
you'll see two Spiders ahead. Destroy them and the mechanism behind
them and the gates are open for Anakin to charge in.
---
Bonuses:
All Walker Squadmates Must Survive:
All Fighter Tank Squadmates Must Survive:
At Least 4 AT-TEs must Survive:
These all go hand-in-hand. It's basically a matter of shooting
straight, killing enemies quickly, and watching each others' backs.
Given the mess that this mission is, the defending shouldn't be too
hard unless you're on high difficulties.
==================================
6P. Thule - Fate of the Republic =
==================================
Overview: The enemy is in disarray. Relatively unnoticed, Anakin's
strike team lands at the rear of Thule's capital city, and begins the
assault that will hopefully destroy the Dark Reaper.
---
Objectives:
Primary:
Fight Your Way to the Sith Temple
Defeat Dooku's Henchman, Cydon Prax
Defeat the DARK REAPER
Secondary:
Make it Through the City in under 5:30
All Squadmates Must Survive Through the City
Destroy 45 Enemy Units
---
Craft: Republic Fighter Tank
---
Enemies:
GAT
AAT
Homing Spider Droid
Thule Turret
VAC
Dwarf Spider Droid
Hailfire Droid
*DREADNOUGHT*
*DARK REAPER*
---
Walkthrough:
Fight Your Way to the Sith Temple:
Lay into the bad guys with all you got. The path splits soon after you
start. Either path has you facing the same bad guys. Use your
squadmates wisely and keep moving forward. When you reach a plaza,
some VACs will drop off Spiders. Use all your remaining Missiles as
you'll get a supply drop-off. Blast through the roadblock and move on
ahead. You'll enter a plaza with Dwarfs and Homing Spider Droids.
You also have Ammo, Health, and Super Blasters here. Take them out
and proceed across the bridge. On the bridge are several Hailfires with
a couple of Turrets for support. In the next plaza are several GATs,
AATs, Spiders, and Turrets. You'll also get an Ammo refill. Go
straight across the plaza if you want Health, otherwise turn right
to another path split. The right path has an ammo refill, so go that
way to leave yourself some leeway as far as Missiles go. After that
mess, proceed down the street to another Health and Ammo dump. Finally,
you'll reach the Sith Temple.
Defeat Dooku's Henchman, Cydon Prax:
Cydon Prax will challenge you in his custom DREADNOUGHT. He has
forward facing blasters and a seismic pulse that can really mess you
up. Fortuantely, he doesn't use it too often. Have your squadmates
attack him as well and Prax will be a spot on the floor in no time.
Defeat the DARK REAPER:
You'll now attack the Reaper yourself, since you're the only one immune
to its effects. Your squadmates will perish shortly, leaving you
alone. There are several Health and Ammo powerups around. At all times
during this battle, the Reaper can shoot a nasty beam that will drain
your shields and hull. Are you ready? Qel-Droma will coach you
throughout this. You'll start with the six conduits on the outer side.
Blow them all up with lasers and Missiles. Next will be the four laser
cannons on the underside. After that are the two Harvester bays, which
are decidedly weaker. Finally, you need to destroy the Force Harvester.
Loose all your remaining missiles at the Harvester and Dooku will be
denied yet another victory in the galactic struggle.
---
Bonuses:
Make it Through the City in under 5:30:
Try to keep your foot down. It's not a serious time limit, but you have
to reach Cydon Prax before the time limit is up.
All Squadmates Must Survive Through the City:
They only have to get as far as Cydon Prax. The Dark Reaper will
liquify them quickly, so don't worry about that.
Destroy 45 Enemy Units:
Pretty simple. Wipe them out. All of them. Try not to miss a single
enemy, as the count of enemies is just enough.
***********************************************************************
7. MULTIPLAYER
***********************************************************************
The multiplayer in this game is good fun. There are no real bots to
play against, but a group of friends can enjoy a lot of time blowing
each other up.
When you open the Multiplayer Menu, you'll start by selecting an area
to fight in, which is separated into the four main games, then the
worlds available for each.
Once you pick your world, if you're playing Duel or Control Zone,
you'll select:
Time limit: 1, 5, 10, 15, 20, 30 minutes, or infinite
Score Limit: 1, 5, 10, 20, 30, 40, 50, or infinite for Duel
10, 20, 30, 40, 50, 100, or infinite for Control Zone
Teams: If on, there must be at least one player on either Red or Blue
Team. Team members cannot damage each other.
After that, you'll select your player name (you can either use
"Player #" or a name from the profiles). You'll then select your team
if playing with them, and then your craft (or Jedi) and enter the game.
Alternatively, you can just press START to be dumped straight into the
game.
In all games, you'll start with a countdown where you cannot move or
attack, just get your bearings. If you die and respawn, you'll have a
few seconds where you're invincible.
So, how do the craft stack up to each other?
Republic Fighter Tank and GAT: Almost identical. The weakest on the
battlefield for firepower, but that's not saying much, because a few
well-placed Missiles can take care of someone nice and quick. They are
the fastest, though, so they get the highest marks for speed and
manueverability, especially with their Repulsor Boosts. This can also
help them climb walls and hills in battlefields.
AT-XT and AAT: Whereas the Tanks are for speed, these guys are for
power. They're both slow, and their lasers are deadly. Their Secondary
weapons are devastating but slow. The AAT is faster and more
manueverable than the AT-XT, as well as having an infinite Secondary,
but it's an even tradeoff with the Shields that the AT-XT has.
Hailfire Droid: Sort of a wild card. The Hailfire has very good flat
out speed, but its turning is a lot worse than the Tanks. Its Secondary
is very powerful, if all Missiles hit, and the lasers are nothing
special. Pick this if you want to make things a bit more hectic in
the arena, what with multiple warhead explosions.
==========
7A. Duel =
==========
A classic deathmatch-style. Your vehicles will be placed in the battle
area. Your objective is to destroy all other vehicles (or those on
the other team if you're playing with teams). Powerups are scattered
around the arena and will respawn after being taken. You score one
point for every enemy killed. Highest score at the end of the time
limit, or whoever reaches the score limit, wins.
For craft, you can use the Republic Fighter Tank, the AT-XT Walker,
the GAT, the AAT, or the Hailfire Droid. After you're destroyed, you
can select a different craft to use.
Here are the arenas for Duel:
Kashyyyk: This area is open for the most part. It's a large circle
field. The inner part is clustered with wroshyr trees, while the outer
part has small foothills, both of which can make for good cover. The
foothills have Ammo and Health on them. And at opposite ends of the
field are Invincibility and Disintegration. The center cluster of
trees is hiding a Super Blaster.
Rhen Var: The Lost City of Barazon consists of two basic areas. The
larger open area has very little cover, besides a few ruined structures
and foothills. Out there, there's a few Ammo and Health powerups.
Heading through a gate will lead you to the smaller area, but one with
more structures and better cover. You'll find Health, Ammo, Super
Blasters, and Disintegration in that area. Also, if you're daring,
and your craft has Repulsor Boost, you can boost yourself up some of
the curved walls on the structures, if you feel like sniping.
Geonosis: This enclosed valley is basically one long curved canyon on
two levels. Health and Ammo are scattered throughout. The upper
levels have bridges from which one could ambush others. One end of the
canyon has a Disintegration powerup. The other end has a balanced rock
with Cloaking and Disintegration (for the life of me, I can't figure
out a way up there). Near the first Disintegration, there's a Super
Blaster and Ammo stowed high up. There are paths that can get you
there. If you have Repulsor Boost, you can just boost yourself up
there.
Thule: This one's a total mess, to say the least. The lowest part
consists of a low and open valley, and there are two very thin canyons
where you can leave the valley. There are also many out of the way
smaller valleys with cool powerups in them. You can find Disintegration,
Super Blasters, Invincibilty, and Cloaking each in a little valley, as
well as plenty of Health and Ammo. Not all paths in this arena lead
somewhere. Some just jump off into space to land in the canyons or
valleys below. Neat as a surprise attack.
Raxus: You can play this area after earning 5 Bonus Points. This is
long and somewhat thin. This is the enemy base from the Raxus Prime
mission. The far end outside the base are open, but have few powerups.
Most of them are in the base itself, or around the outside walls.
In addition to the usual Health and Ammo, you can also find two Super
Blasters and two Cloakings. I've also seen a Super Blaster (along with
a Health) behind one of the walls in the base, but I can't get to it.
==================
7B. Control Zone =
==================
In Control Zone, there is a special circle in the area. When a craft
enters that area, it changes to their color. For every second the craft
sits in that area, a point is scored. If two or more opposing crafts
sit in the circle, it remains white and no points can be scored from
it. A point is also scored for a kill.
For craft, you can use the Republic Fighter Tank, the AT-XT Walker,
the GAT, the AAT, or the Hailfire Droid. After you're destroyed, you
can select a different craft to use.
As a personal note, I feel this is most fun when playing a 2 on 2
team game.
Here are the arenas for Control Zone:
Thule: The Lost Valley of the Sith is just that, a simple valley. The
Zone is spot on in the middle, and there are a couple of 1/4 Health
Packs there. Scattered about are the usual Health/Ammos. There are two
tall pillars near the Zone. One has Disintegration on it, the other
has Invincibility. To get to the tops of these pillars, you need a
craft that has Repulsor Boost. On the hills around the pillars, there
is a stretch of land that angles up. Boost off that stretch and collect
the powerups. There is also Cloaking hiding near the Invincibility
pillar, and Super Blasters hiding in a high point at the walls of the
valley, behind the Disintegration.
Raxus: This adaptation of the Raxus base has the Zone on a hill. In
the Zone itself, there are four 1/4 Health Packs, but they're hidden
in corners and alcoves where it'd be easy to get trapped in. Around
the perimeter are Ammo and Health. Near the Zone is a ramp sticking
up that you can use to boost up to a Super Blaster. There's also a
Super Blaster in a far corner (along with three Ammo boxes). There are
two bunkers near the edge, one with Disintegration, the other with
Invincibility.
Thule Moon: You can access this after earning 10 Bonus Points. All
respawn points are on a square catwalk system above the Zone. The
catwalks all have Ammo on them. On the high ledges outside of the
catwalks are two Super Blasters. Down in the lower area are
Disentegration, Invincibility, and two Cloakings. The Zone is actually
quite small, and has no powerups on it. Good luck holding it.
==============
7C. Conquest =
==============
An assault-style game. There are two teams in the game. There is no
time or score limit. Team #1 is the Galactic Republic, and Team #2 is
the Confederacy of Independent Systems. For craft, the Republic can
pick the Republic Fighter Tank and the AT-XT, while the Confederacy
(Separatists) can pick the GAT or the AAT.
Your objective is to destroy the other team's home base, a structure
that takes a lot of hits, but can't return fire. In the upper right
corner of the screen is the health bar for your base.
To help you in your task, there are structures called Outposts on the
battlefield. To take control of one, enter the circle around it.
While inside the circle, Turrets will be built. Once you have a Turret
up, the Outpost is officially yours. If you stay in the circle, more
Turrets will be built. You can build a maximum of four Turrets at any
one Outpost. To return an Outpost to neutral status, all Turrets at it
must be destroyed.
Once four Turrets have been constructed, the Outpost can being producing
units. The Republic produces AT-XTs and the Separatists produce AATs.
You do not need to be in the Outpost for this. The Outpost will
produce two units (you can keep track of how many outposts and units you
have on the upper right corner). If those units are destroyed, the
Outpost will continue producing units as long as the four Turrets
remain. If one is destroyed, production stops.
Now, the units you create from the Outpost can be assigned orders just
like in the Campaign with the Command Cross. Up is Attack Enemy HQ.
Left is Hold Position. Right is Defend Allied HQ. Down is Defend
Outpost.
Oh, and most of the powerups you'll find are just Ammo and 1/4 Health
Packs. There are a couple of maps that have better ones if you look
hard enough.
So, as you can tell, this game can get hectic and messy in a very
spectacular manner. ^_^
Here are the Conquest battlefields:
Geonosis: A simple design. Each home base has two Outposts nearby, and
there are two Outposts in the mid-field. There are plenty of rock
pillars to offer cover.
Kashyyyk: Two Outposts are next to your base. Crossing to the other
base is a matter of three ravines. If you fall into a ravine, you blow
up. Between the ravines are a singular outpost, and in the very middle
of the field you'll find plateaus with one Outpost on the left and right
sides. Also, there are sneaky paths to get around the outside of the
area.
Thule Moon: Two Outposts are next to your base, like always. Further
from the base is another Outpost, then a ravine with a double bridge to
connect the sides. Off to the left of the Red Base (or to the right of
the Blue Base) are bridges connecting to another area with two Outposts,
and a small tunnel that leads to a rare Full Health. To the right side
of the Red Base is a climbable path. It's long, but once you reach the
end, you'll find three Ammo packs and a lovely vantage point for
sniping. There's a similar point from the Blue Base, to the left of
the bridge leading to the two Outposts off to the side. There are only
two Ammo packs here, but it's quicker to get to.
Rhen Var: Unlock this by earning 15 Bonus Points. Each Base has four
Outposts around it, and there's one in the middle of the field. There
are plenty of side passages around the outside of the field. What
(literally) separates this area from others is ice walls. A few shots
will take care of them, but they do exist as barriers. Also, this is
the only Conquest map with some good powerups. To the left and right
of the middle base, near the walls, you'll find Cloaking and
Invincibility.
=========================
7D. Academy: Thule Moon =
=========================
The two Academy levels are so complex that they each needed a
separate section.
The principle behind Academy is simple. You and whoever you're playing
with are dropped into the battlefield and you basically have to survive
wave after wave of enemies. The longer you survive, the higher your
score.
If you are playing with two or more people, then after every third
round (assuming they're still alive), you'll be able to duke it out with
them to earn bonus points.
On the Thule Moon mission, you can choose between a Republic Fighter
Tank and an AT-XT, and you'll go after waves of Separatist enemies.
You're in the center of the field, and there are four gates for them to
come through. And come they will. There's a small path in one of the
corners that leads to Super Blasters, so use it if you feel you need
to.
The points for enemies are as follows:
STAP: 10 Points
GAT: 25 Points
Hailfires: 30 Points
AAT: 40 Points
HAG: 45 Points
CAD: 50 Points
Homing Spider Droid: 60 Points
Dark Acolyte: 100 Points
I'll soon have the workings of what the waves consist of.
In this mission, if you're playing alone, then after every three waves
you'll have a bonus wave where Jedi Credits will float around. Collect
them for points:
Yellow: 25
Red: 40
Purple: 60
Blue: 100
The Academy session is over when all players die from the opposition
(not duels).
=======================
7E. Academy: Geonosis =
=======================
This Academy session is unlocked with 20 Bonus Points. This is much
like the Thule one: fight until you die. The difference here is that
you're in the Geonosis execution arena, and you're facing swarms of
bad guys while on foot with a lightsaber. Controls for your Jedi are
the same as normal. Before you start, you can pick your Jedi: Anakin,
Obi-Wan, Mace, or an unnamed Jedi (who we'll call "Bob").
If you're playing alone, then you'll have support from the beginning in
the form of Anakin, Mace, and Obi-Wan, whichever ones you're not
playing as (this means that you'll get all three if playing as Bob). If
playing with others, you get no help from other Jedi.
Once you get through some waves, Padm? will show up to lend you some
support. Later still, Clone Troopers will be dropped in to help with
the increasing tide of bad guys.
Geonosian: 5 Points
Battle Droid: 10 Points
Super Battle Droid: 15 Points
Dwarf Spider Droid: 20 Points
***********************************************************************
8. SECRETS
***********************************************************************
There's plenty of cool stuff to keep you going in the game once you've
completed the Campaign.
==================
8A. Bonus Awards =
==================
Completing Bonus Objectives in the game will earn you Bonus Points.
These points will be used towards new stuff.
5 Points - Multiplayer Level: Duel - Raxus Prime
10 Points - Multiplayer Level: Control Zone - Thule Moon
15 Points - Multiplayer Level: Conquest - Rhen Var
20 Points - Multiplayer Level: Jedi Academy - Geonosis Arena
25 Points - Unit Viewer: Models of the major characters and craft in
the game. Use Left or Right to cycle through them. C-Stick rotates
them. R and L zoom out and in, respectively. A has them perform
actions.
30 Points - "Making Of" Video - A short featurette on the making of the
game.
35 Points - CD Player - Play music tracks from the game.
40 Points - Sketchbook - Look at production sketches for the game.
45 Points - Jedi Master - Yoda is available for use in the Geonosis
Arena Jedi Academy Multiplayer Level. He's really no faster, hardier,
or more powerful than anyone else you can use, but it's worth it just
to see those fancy spins.
===========
8B. Codes =
===========
Already a few codes for this game have been released. Unless otherwise
notified, all passcodes remain in the system as long as you save after
entering them:
CHOSEN1 - Your craft has unlimited Secondary Weapon ammo and can
perform its Special Ability for as long/often as you want. Does not
save after being entered.
1WITHFORCE - Invincibility
GASMASK - Unlock all Campaign Missions.
FRAGFIESTA - Unlocks all multiplayer maps.
CINEMA - Unlocks all movies.
SAYCHEESE - Allows you to view team photos in Sketchbook.
YUB YUB - Gives you three free Bonus Objectives for the mission you
last played (the one that shows up on your Profile, and the first one
that pops up when you select the Campaign). You can use it as often
as you want to get all bonuses, but you still have to beat the
missions.
ROGERROGER - Allows you to use the Battle Droid in Academy: Geonosis.
Alone, the Battle Droid is pretty lousy. His single shot rifle is
best used for long range support covering fellow Jedi.
FUZZBALL - Allows you to use the Wookiee in Academy: Geonosis. Much the
same as the Battle Droid, except he's got a really sweet autoaim
capability that lets him survive a lot longer. He takes hits real well, too,
so having him on a team will extend your survival quite a bit.
***********************************************************************
9. STANDARD GUIDE STUFF
***********************************************************************
===========
9A. Legal =
===========
This FAQ was made 100% by me, and is Copyright ? 2001-2002 Scott
"CyricZ" Zdankiewicz. You may not take it in whole or in part and
claim it as your own. You may not alter it in any way, even if you ask
me first, and that includes putting it in HTML format. Please don?t
post this on your site unless you have express consent by me. I?ve put
a lot of time into this. Give me some credit...
Currently, the following sites have permission to post my FAQ:
www.gamefaqs.com
www.gamewinners.com
www.cheatcc.com
www.ign.com
I'm not going to allow people with small personal sites to post this
FAQ. They may post the link on GameFAQs with all the ED guides, but,
trying to keep updates, well, updated, I'll only allow large committed
sites that I trust.
=======================
9B. E-mail Guidelines =
=======================
If you wish to e-mail me, be sure to follow these guidelines...
- Make ABSOLUTELY sure I haven't already answered your question in the
guide.
- Make sure it has something to do with Clone Wars. I don't want spam,
chain letters, offers for friendship. Compliment me on the FAQ all you
want, though...
- Make sure you say Clone Wars at one point in your e-mail. I have more
than one FAQ, and asking a generic question such as "How do I kill the
last boss?" doesn't tell me much.
- Spell correctly and use proper grammar, please. If I can't understand
your e-mail, it'll go to the junk pile...
=============
9C. Credits =
=============
EGM, olivicmic, and PodRacerX, for finding codes.
Lucasarts and Pandemic Studios, for creating a sweet Star Wars game.
The game's manual, for providing a little extra info on some of the
craft.
CJayC and Al Amaloo for having this guide on their sites.
=====================
9D. Version Updates =
=====================
Version 0.5 - 10/31/02 - Completed the first sections and the Geonosis
missions. More coming shortly.
Version 0.6 - 11/1/02 - Added the Multiplayer section, so that's out of
the way. More in the Codes section.
Version 0.7 - 11/5/02 - A few more missions, codes, etc. Schoolwork's
been tying me up lately...
Version 1.0 - 11/7/02 - That'll do it. I'll update more as codes start
coming in, and once I get the gumption to put together the waves for
Academy levels.
Version 1.1 - 11/25/02 - Codes. w00t.
====================
9E. The Final Word =
====================
Well, that's about all. Have fun collecting the bonuses, and blowing
up your friends in multiplayer! The Force be with you!